I like the charr’s steam shield, it just looks like it was designed to be thrown to cut some ones head off. And its kinda around.
Is this a troll?
People are constantly saying how much damage grenades can dish out.
Its even been said that grenades are only weapon option engis have that give them enough posable damage output that puts them on par with other classes damage output.
The ONLY downside iv ever seen posted is its hard to hit at max range.
but personly I dont use grenades, I’m not a fan of weapon kits. I picked engi for the turrets, even tho they might suck, compared, I’m sticking to my guns.
The net shot will be obstructed if you try to shoot through one of your turrets.
I have noticed that, my other attacks dont seem to care if my turret is in the way tho.
while I would LOVE to see blunderbuss and jumpshot completely replaced with somthing else entirely.
Another option that I dont see listed here, What about changing the engi to use heavy armor instead of leather? That way he would at least have better protection to be in melee range for most of his powers.
Granted at this point in the game i strongly doubt any major changes, such as replacing powers or armor changes, would ever happen and this is all just wishful thinking on stuff thats never going to happen.
At the very VERY least they need to increase the range of blunderbuss to get it out of the “shorter than melee” range.
Weapon skills to Q, E, Z, X, C
Healing to 1
Utilitys to 2-4
Elite 5
Its a modifed keybinding I used for Global Agenda.
my brother is an asura thief and his summons are asura.
goes well with my charr engi and his warband. we like to multiple at times, tho his thieves have a much faster cooldown than my warband. (I assume its class vs race balance)
Does Grandmaster Inventions Trait XII "Rifled Turret Barrels" do anything?
in Engineer
Posted by: XelNigma.6315
I tested it in the sPvP a while back, it affected the rifle turret’s normal attack, seemd to enhance it to maybe 1500. but when I used the over drive it stopped fireing until the overdrive was over.
Granted there are alot of traits that work (or at least semi-work) in the sPvP that dont outside of the sPvP.
good little work around for a major design flaw.
Based on them old videos of soldiers using flame throwers, they seem to use it in bursts. My guess is so they can see and/or to conserve the fuel.
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if you ctrl + right click it sets auto attack on, while this can be done with all powers, it only really works with ones that have no cooldown. (powers wont auto-cast after the cooldown is done)
If yor ctrl+ left click it will place that power into the chat log for every one to see. This why you will have people randomly saying there powers in /map out of the blue. Why this is even a function is beyond me. shift+click will place it in your chat bar, but not auto-send it. This seems to be a better option all around.
wow people will complain about just about any thing.
Not only does this give you more control on the situation where you would actualy want to teleport back. but now I dont have to watch the buff to end it before the timer. (I like the sfx of this ability and feel its a shame to end it early)
I some times will use the mortar in dungeons, best when I can hand behind something that the boss cant see me and I can hit him from safety.
It just needs a range and damage buff to really feel elite.
Maybe once they fix the traits to actualy effect it and hopfuly they will get around to letting turrets scale off your stats, that would help it feel more elite.
Elixer X needs replaced no doubt. copy/paste powers from others is really lame.
Maybe with a Gadget type ability that deploys little steam punk robots that throw grenades, lay mines as they move and explodes when destroyed.
I dont pvp, but I can only assume this guy has the best of the best gear vs people who just have average gear.
In other games we have a thing called “Pub Stomping”.
Its, usually, a group of good players that know each other join a game where the other team are just random players thats never met each other before.
I’m sure you can guess who wins.
I assume its something like that, only instead of a group of good players, you have one guy that was probably boosted by friends or a guild to be far better geared than the average player would be. Allowing him to take alot more damage and dealing alot more damage.
Always good to have a workaround until they get the issue fixed.
A good, simple, clear, to the point video. Thumbs up!
After the transmuation the item will say Soulbound, how ever when your other character removed it from the bank it wont act like it soulbound, allowing you to use it in a second transmutation to an item you want.
I think its either suppose to soulbound and instead changes to soulbound on use, or suppose to say “soulbound on use” and doesnt.
Either way, iv done it and it works. my engi now has a thief hood and looks like a cultist. Saddly this cant be done with the engi’s backpack. (or at least iv never found other backpack items to do it with)
The one constantly casting his slot1 attack power is the clone.
The one with his hand extended channeling (bandage skill) is the real one.
And ya, a clone bomb only option would be nice. But it needs to be something you can swtich on/off on the fly so you can still bomb with phantoms mid-combat
I die a little inside every time I see an engi deploy all his turrets ontop of each other.
I think just improve the cooldown reduction for picking up turrets would help alot.
having it based on health remaining would be ideal.
Maybe a system like;
100% health returns 80% of the cooldown.
99%-75% heath returns 60% of the cooldown
74%-25% health returns 40% of the cooldown
24%-1% health returns 20% of the cooldown.
This is just off the top of my head, so I doubt it properly balanced. But you get the idea.
Its weird that its 2012 and games are still making pets NOT scale with the character’s gear.
I see alot of builds use the personal battering ram but not the land mine skill. Which I find odd because I always use the mine over the ram.
Granted Iv only played PvE thus far and that might be the deciding factor here.
To me the cooldown on the ram is just far too long, I think like 45 sec (untraited) Where the mine has an 18sec cooldown (untraited).
But maybe its the toolbelt ability people use the ram for, it does cripple at a good distance. Saddly the minefield power isnt very impressive.
Is the Throw Mine power an overlooked gem, or is the ram push back + cripple better despite the longer cooldown?
I too would like to beable to switch from rifle to pistol/shield. every one knows the only good weapon kit is the grenades. and to be honest, I think losing a utility slot for a weapon set (that doesnt use your normal weapons stats OR sigil) is balance enough.
keep the 25 stack limit, just make it so its per person. Each player can stack up to 25 bleeds on a boss would be fair. also make it so each person can add there own poison and burn effects too.
Yes it does, I use to use speedy kits for the perma sprint, but constantly switching the traits from “travel mode” to “combat mode” was getting to be a hassle.
hmm, several of the engineer abilities miss or are mysteriously obstructed if your moving around when you cast them. Do those abilities encourage you to stand still?
Is the Heart of the Mists method considered an exploit? It’s a free ride to LA that I’m just betting will be removed. If it is removed, I would certainly want a free trip back to the city (ANY city) via a skill or something.
I was thinking that too, but your able enter/exit the mist from your PvP window with out going to lion’s arch. Its only by taking the asura gate do you exit at lion’s arch.
If they did mind people using the mist just as a tripple load screen back to the major citys, they would just have to shutdown that asura gate.
Even tho its free, it does take alot longer than just using a waypoint. maybe they think thats fair?
I’m no role player, but when my friends and I all go and put on the diving goggles, It would be better if we didnt all have matching underwear.
Also add the option to dye air accessories.
Id also rather be skritt, but to each his/her own.
Have you seen the sylvari rifles and pistols? I picture the engi turrets using that style.
So it wouldn’t be just a flower like the seed turret.
Some one once suggested a discount on waypoints once you get 100% of the world searched.
wait… you got to level 80 and never tried equipping skills while underwater?
not to sound like a jerk, but did you buy your character or have one of them gold farmers power level you or something?
This class is just so arduous right now and I think my 1 key hates me.
in Engineer
Posted by: XelNigma.6315
Ground target skills that have no cooldown, like skill 1 on grenades should do just as you all suggest, auto-target the location of the selected enemy WHEN you put it on auto-attack.
Take it off auto attack and have it work like it does now. best of both worlds with the option to switch between manual and auto while in combat.
The elem’s fire skills become magma and steam attacks underwater.
Unless they change the flamethrower into a steam thrower underwater, I dont see it being changed.
Thats a rather dumb question, Dont you know warriors can do every thing?
Any thing you can do a warrior can and does to better.
Maybe if every turret gave a combo field…….. they’re all blast finishers and the only 2 that can combo are Fire turret and Healing turret.
not sure what that has to do with any thing…
my reason for wanting 1 key to place/remove and 1 key for the turret’s ability is just to have them properly organized. A place for every thing and every thing in its place.
Kinda like how Rata Suma has all 3 weapon crafts in the same room, but for unknown reason they have tailor, armor and jeweler in the other room with chef and leather in the third. WHY ISNT THE 3 ARMORS IN THE SAME ROOM??
I know it should bother me as much as it does, but it does.
Wouldnt it make more sense for 6-9 to be the place/destruct key and the F1-F4 to be the Turret ability/Turret Overdrive key?
Press one key to place/remove the turret and the other key for the turret’s ability, be that ability a belt shot or an overdrive.
The ONLY thing that I would change in his post is where he says the skills go through a tree. where its more like a tier system. trees usually have branches. But that is just extreme nitpicking.
Edit: Ryaan says he just started and was wanting to know how to get the bomb skills, so clearly he didnt know that they where utility skills, and being brand new probably doesnt know about other features like what a weapon kit is or what skill challenges are or even what level you get your first skill point to get utility skills.
These are all things a brand new player would not know.
(edited by Moderator)
The only time I use kits are when im under water with grenades.
While im farming for crafting scales I notice after a while I’ll just switch off the grenades. I think kits have a duration that isnt listed. feels like maybe 5 or 10min or so. I havent timed it.
I cant wait till the engi in general gets a buff/tune up or the stupid grenade kit gets nerf batted. So sick of every one telling me to use fking grenades. I started the engi to build turrets, well actually no I started the engi because the necro’s minions where trash.
Any way, our long range weapon should be the rifle, grenades should not top in in single target damage OR in range, but saddly they do in both.
I really hope its true that the necro and engi are still on the list to be “polished”.
Hmm… my sigil of fire that is on my shield will proc with my pistol.
Thanks for testing all this, why cant devs ever just tell us how this stuff works?
I did not think of this, Iv read it in another topic in the engi section and really liked it.
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Alot of people are unhappy about the shotgun styled attacks of the rifle engineer.
And its said over and over how we have no natural long ranged attacks.
So seeing as the engi cant toggle between weapons like all the other classes can, save for the elem. How about the toggle weapon command be used to switch between two sets of weapon skills for that same weapon. Much like the elem, only instead of 4 elemental sets, we have just 2.
It would give the feeling that the engineer has modified his weapon to work in two different functions.
The main reasons for this of course is so thet engi (who only has 2 main hand weapons to pick from) would have some long ranged combat options with out the need to use a utility slot.
The rifle would toggle between short and long ranged attacks. I’m sure the current rifle weapon skills would have to be divided between the two. And while at first that might upset some people, once they try and get use to the new toggling of weapon skills, they will no doubt find it much better.
If you have a weapon kit equiped, the toggle weapon button would unequip your kit just like it does now, the weapon kits wont get 2 weapon skill lists.
Only the Rifle, Pistols, Shield and Harpoon gun should get a second weapon skill list.
We have a keyboard full of unused keys, Please separate the loot and interact commands.
This really effects engineers more than other classes because between wave of attacking enemies we want to go and loot all the bodies with out accidently picking up our turrets.
Same goes for picking up the warriors banner.
Other times during escort missions you might want to quickly loot the area but instead you stop and speak with the npc.
None of which are game breaking, just really annoying.
Iv already suggested this in the engi section before the suggestion section was up, And iv seen other topics asking for the same thing. Didnt see on here tho.
Racial designed turrets, kits and gadgets for the engi. Asura engi’s want there turrets to use asura tech, Sylvari engi’s want there turrets to match their culture of being plant based.
I’m sure humans and norn would want their own designed turrets as well.
But the asura and sylvari are the two that really need it.
Honestly It doesn’t fell like they designed the necro all that well. The fact that the Death shroud doesnt synergy with any of his utility skills or builds for that matter pretty much proves it.
As many have said, going condition damage is one of the few viable builds later in the game. and the death shroud doesnt have a single effect to take advantage of that build.
If some one was a minion master, the death shroud offers nothing but a minor heal when traited.
Its an awful awful class mechanic that offers nothing to the class. its a panic button and nothing more.
Every one knows Necros are meant to be minion master, Why isnt that our class mechanic?
Thief’s steal, elementalist control the elements, mesmers make illusions and necros have undead hords. Its just the way things are.
If we want to go Grim Reaper mode we have the Lich form.
I made a post about this in the engi section as soon as the class topics where added.
The Asura and Sylvari are the two races that most need there own skins for the engi’s turrets, kits and gadgets. The other races (norn and humans) could probably get by with char styled stuff, but it would be nice if all 5 had there own style to fit there culture.
The shield gives good abilitys, the off-hand pistol…. not so much.
Just to mix things up I’ll switch from my tried and true rifle to the pistol, and while at first I miss the net and overcharge shot, The pistol main hand does offer better group damage.
I wish the engi could switch weapons like every one else, that way i wouldnt have to manually change from rifle to P/S
Engineer rifle spells and warrior rifle spells seem to be backwards.
in Engineer
Posted by: XelNigma.6315
I just tryed a warrior to compare the abilitys. and tbh, as an engi im a littlekitten
Auto-attack Skill
Bleeding Shot vs Hip Shot
Hip shot does more direct damage, Bleeding shot adds bleeding effect.
Both seem to pierce target and same casting time. Bleeding shot has more reach.
Control Skill
Aimed Shot vs Net Shot
Net Shot is a 2 sec immobilize that deals no damage, Aimed Shot is a 5 sec cripple that deals damage.
Both have a 10 sec cooldown, Aimed Shot has more range.
Knockback Skill
Rifle Butt vs Overcharged Shot
Overcharged shot has more range and cures some conditions, but knocks self back.
Both deal the same damage, and have the same enemy knockback range. and same cooldown.
The other skills aren’t really comparable so I’ll just list what they do.
Brutal Shot
Deals moderate damage, adds 5 vulnerability (10sec) with 1,200 range and 15 sec cooldown.
Blunderbuss
Deals high damage at range under 100, thats shorter than melee range. Also adds 4 stacks of bleeding. at over 101-400 range it deals good damage, and applys 1 stack of bleeding. with a 10sec cooldown.
Volley
Fires 5 shots for a really high total damage. Unlike the Poison dart skill of the engi, the bullets aren’t fired randomly in a cone, they all hit the target. with a 1,200 range and 10 sec cooldown.
Jump Shot
This is a 2 stage skills, the jump deals moderate damage around the caster and gives 3 stacks of vulnerability. landing deals high damage and applies 3 stacks of vulnerability around the landing zone. (can be used to jump in spot to hit the same target with both jump and landing for very high damage and 6 stacks of vulnerability) range of 700 and cooldown of 20 sec
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I do find it odd that then engi has short ranged attacks while the warrior has long range ones, mainly because the warrior has the heavy armor that allows him to take a hit better than the engi can.
The Warrior’s rifle abilitys are all about keeping the target at bay, with a knockback, and cripple shot. He even has a 1500 range kill shot skill.
But the engi’s rifle skills are halved. he has an immobilize and knowkback/self knockback to keep enemys away, but then has a leap power to get in close, and another skill that requires him to be closer than a melee fighter needs to get to get the most out of it.
I would just like to say again, the warrior is the one with heavy armor not the engi.
I dont know much about the warrior’s utility but i did look over them and Im noticing he and the engi has several abilities in common, mainly immobilize and knockbacks, but he also has several that increase his defense, be they banners, signets or stances.
So.. ya I agree that the engi should be the one with the long range rifle skills and the warrior should have the shotgun abilities.
Another option thats a bit more engineer like is to give the engi the swap weapon command to swap fire mods on the rifle and pistol. Kinda like the elem has but instead of 4 weapon sets he only has 2, short/long range for the rifle and single/multi target for the pistols. kits would still only have 1 weapon set. After all the engineer is about having all alot of options.
Let us be honest with ourselves... Necro bugs, balance and red posts
in Necromancer
Posted by: XelNigma.6315
The Death Shroud is useful sure, but I would rather have it scraped for a better all around necro. It’s main role is to be an “oh kitten” button. And they have designed the necro to be in a constant state of “oh kitten” because of it.
The city I hate the most is divinity’s reach. Its just too large! and boring! Lion’s arch isnt so bad, its big but it has alot less crap in the way, and you can pretty much just run a circle and get most of it.
The citadel at least has very cool stuff to look at while you run around.
Triple Post! And each a min apart.
Also Iv notice some times skills/traits that dont work in PvE/WvW will work in sPvP not sure why but they do. Maybe so they can balance sPvP with out screwing up PvE/WvW.
One thing I found while testing traits in sPvP was that the refined rifle barrel trait for more turret damage and range worked on giving the rifle turret more range, but it didnt display the new range on the tooltip. And when I over charged it for bleeding effects and faster cooldowns, the range was reset back to normal for the duration of the over charge.
I didnt test if the same problem affected the other turrets.
I started an engi for the turrets, the weapon kits are a nice gimmick but thats all I view them as, in a real combat situation I profer my rifle, turrets and the land mine. so far im not too impressed with the engi’s elite skills.
I do use grenades underwater because my normal harpoon combat skills are awful, tho Iv yet to play any class that had good underwater combat skills.
Some times I switch to the flame thrower when im playing with friends in a low level area, but then usualy have to switch back because the damage is sub par and it misses like mad when moving around.
I will say my engi’s turrets are alot more useful than my necro’s minions, which I know is setting the bar pretty low.
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There was a rather large topic (I forget the topic name) that went into detail about some of the fundamental engineer issues in its design, such as the utility skills, weapon skills and toolbelt skills.
I like having racial skills, but racial stat bonus is going too far.
I do think its odd that a norn and a asura have the same melee reach, and it does look odd when an asura is swinging his sword far from the target and still hitting it, but it works like that for balance, same reason norn feel slow when running. and it should stay like that.
I was thinking another option would be the turrets reflect the style of your weapon in your main hand, but theres alot more weapon styles than there are classes, and sylvari weapons dont seem to be dropping for some reason. (bug maybe?)